ibusoe
Clueless newb
Posts: 176
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Post by ibusoe on Aug 3, 2018 18:51:25 GMT -5
I especially love the ones who show up after you've been in the clan for 1 RL month and then say, "Oh, you're the new guy? Here's my list of rules for what you can't do without my permission." And then they disappear another RL month.
Yeah, that pretty much sums up my last three or four experiences playing in clans, before my account was locked.
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tedium
Clueless newb
Posts: 164
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Post by tedium on Aug 3, 2018 21:33:49 GMT -5
The only reason why a casual/hardcore divide exists at all is because the day-to-day roleplaying of Arm is boring and shallow. Everything fun revolves around PvP or RPTs, which means that casual players get excluded from the good stuff. This is not by design, by the way. Nothing in the code mandates that people RP this way. Historic staff leadership has been narcissistic, and current staff leadership either has not been able to or has not been interested in amending that.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 3, 2018 21:47:45 GMT -5
The only reason why a casual/hardcore divide exists at all is because the day-to-day roleplaying of Arm is boring and shallow. Everything fun revolves around PvP or RPTs, which means that casual players get excluded from the good stuff. This is not by design, by the way. Nothing in the code mandates that people RP this way. Historic staff leadership has been narcissistic, and current staff leadership either has not been able to or has not been interested in amending that. I'd have said the reverse. Have you seen a "low power" staff storyline or rpt?
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tedium
Clueless newb
Posts: 164
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Post by tedium on Aug 3, 2018 22:03:14 GMT -5
No, all of the staff involvement I've seen focuses on high power events and "elites", rather than casual players. That's what I just said in my post. There's nothing mechanical in the code that forces the hardcore/casual divide, its the way that staff have shaped the culture of the game in the past. Traditionally they focus on fostering a top-heavy culture, which drives the players to grind and twink so that they can have an impact on the world.
If staff allowed good roleplay (and dedicated roleplay) rather than good stats to influence the world, things wouldn't be this way. And there would probably be much less fretting about how characters don't play like they're authentic people in the game world. That play doesn't get rewarded and being the exceptional badass does.
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Post by lyse on Aug 3, 2018 22:08:38 GMT -5
The only reason why a casual/hardcore divide exists at all is because the day-to-day roleplaying of Arm is boring and shallow. Everything fun revolves around PvP or RPTs, which means that casual players get excluded from the good stuff. This is not by design, by the way. Nothing in the code mandates that people RP this way. Historic staff leadership has been narcissistic, and current staff leadership either has not been able to or has not been interested in amending that. I'd have said the reverse. Have you seen a "low power" staff storyline or rpt? Well that goes back to my “redshirt” theory. If you have a group with a character that can solo mekillots and a guy that plays an hour a day and everybody else in between on an rpt, the rpt is going to going to scale to the guy that can solo mekillots. You’re going to lose hour a day guy, everybody else is going to be challenged as long as mekillot guy tanks. That’s usually how most rpts go. What I’m wondering though, are clan caps still a thing?
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tedium
Clueless newb
Posts: 164
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Post by tedium on Aug 3, 2018 22:14:59 GMT -5
I'd have said the reverse. Have you seen a "low power" staff storyline or rpt? Well that goes back to my “redshirt” theory. If you have a group with a character that can solo mekillots and a guy that plays an hour a day and everybody else in between on an rpt, the rpt is going to going to scale to the guy that can solo mekillots. You’re going to lose hour a day guy, everybody else is going to be challenged as long as mekillot guy tanks. That’s usually how most rpts go. What I’m wondering though, are clan caps still a thing? If everyone has a greatly varying combat skill, then maybe don't use the RPT as a combat check. Include combat, sure, but don't feel like you have to swamp the god-tier char or else the RPT doesn't matter. Let them be badass as fuck and have the low-skill chars awe over it. Then throw the low-skill chars a bone with something interesting that isn't stat-based.
A good RPT should hook people and make them want to RP more. It should be the beginning of a mystery novel, not the end of an action movie. Unfortunately, staff uses stats to gatekeep who gets involved with their plots by hiding them behind a Mek and a bunch of pretty princess noble aides.
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Post by shakes on Aug 3, 2018 22:15:43 GMT -5
Well, I'd say that there needs to be RPT's which involve more than combat skill. That's very mediocre DM shit to just throw waves of goblins at people. Spice it up.
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tedium
Clueless newb
Posts: 164
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Post by tedium on Aug 3, 2018 22:26:22 GMT -5
That's very mediocre DM shit to just throw waves of goblins at people. Spice it up. I laughed, but this is really true. Most of the RPTs I've seen have either been that, or "there's this guy and he's really good at stuff and all these cool things happen to him" that most players get to watch from afar. Really, just revisiting basic antagonist types could do a lot to spice up the RPTs and staff interaction with the world.
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eru
staff puppet account
Posts: 40
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Post by eru on Aug 3, 2018 23:24:27 GMT -5
I have a question.
Is there ANY game where a fanatic player does not have an advantage over a casual?
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Post by shakes on Aug 4, 2018 0:37:36 GMT -5
I have a question. Is there ANY game where a fanatic player does not have an advantage over a casual? I started to say "Go Fish" but then I realized there's probably forums dedicated to Go Fish strategies and both world and regional competitions, shown on ESPN 8 "the Ocho".
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Post by lyse on Aug 4, 2018 1:24:42 GMT -5
Well that goes back to my “redshirt” theory. If you have a group with a character that can solo mekillots and a guy that plays an hour a day and everybody else in between on an rpt, the rpt is going to going to scale to the guy that can solo mekillots. You’re going to lose hour a day guy, everybody else is going to be challenged as long as mekillot guy tanks. That’s usually how most rpts go. What I’m wondering though, are clan caps still a thing? If everyone has a greatly varying combat skill, then maybe don't use the RPT as a combat check. Include combat, sure, but don't feel like you have to swamp the god-tier char or else the RPT doesn't matter. Let them be badass as fuck and have the low-skill chars awe over it. Then throw the low-skill chars a bone with something interesting that isn't stat-based.
A good RPT should hook people and make them want to RP more. It should be the beginning of a mystery novel, not the end of an action movie. Unfortunately, staff uses stats to gatekeep who gets involved with their plots by hiding them behind a Mek and a bunch of pretty princess noble aides.
Oh yeah, I agree. I think you and Shakes hit the nail on the head there.
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Post by Amos's Boots on Aug 4, 2018 2:46:13 GMT -5
If everyone has a greatly varying combat skill, then maybe don't use the RPT as a combat check. Include combat, sure, but don't feel like you have to swamp the god-tier char or else the RPT doesn't matter. Let them be badass as fuck and have the low-skill chars awe over it. Then throw the low-skill chars a bone with something interesting that isn't stat-based.
A good RPT should hook people and make them want to RP more. It should be the beginning of a mystery novel, not the end of an action movie. Unfortunately, staff uses stats to gatekeep who gets involved with their plots by hiding them behind a Mek and a bunch of pretty princess noble aides.
Oh yeah, I agree. I think you and Shakes hit the nail on the head there. This is sometimes where I come from. People are way too combat-centric and forget that this is a ROLEPLAYING GAME. More to the point of its classification than current RPGs with their 3d-based model and focus on combat/gameplay centering around combat. Armageddon is about player interaction, with emotes and chatter- more than it is for hack and slashing. Though, this is where a huge disconnect occurs. People think the game-code and the combat that results, is just as 'roleplay' and 'IC' as emoting out your combat- which is isn't. Roleplay is the best, when you can engage in a long combat scene with another player, occasionally engaging with the kill command before typing disengage to roleplay it out some more. This can be enforced more with an 'engage' command where even during this on and off fighting, players are unable to regen any HP (which is why people don't do this method of roleplaying combat for fear of dragging it out perpetually), in order to give this ample breathing room for a huge fight. As it is? You either need to have 125wpm+ in order to maintain this standard of emoting with your combat, or have preset emotes already prepared for your fight- otherwise you're going to either swamp or be swamped by your opponent before you can actually even roleplay any of the greater details, especially if they are the pvp-griefer types that just engage without any prior roleplay.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 4, 2018 3:05:51 GMT -5
Oh yeah, I agree. I think you and Shakes hit the nail on the head there. This is sometimes where I come from. People are way too combat-centric and forget that this is a ROLEPLAYING GAME. More to the point of its classification than current RPGs with their 3d-based model and focus on combat/gameplay centering around combat. Armageddon is about player interaction, with emotes and chatter- more than it is for hack and slashing. Though, this is where a huge disconnect occurs. People think the game-code and the combat that results, is just as 'roleplay' and 'IC' as emoting out your combat- which is isn't. Roleplay is the best, when you can engage in a long combat scene with another player, occasionally engaging with the kill command before typing disengage to roleplay it out some more. This can be enforced more with an 'engage' command where even during this on and off fighting, players are unable to regen any HP (which is why people don't do this method of roleplaying combat for fear of dragging it out perpetually), in order to give this ample breathing room for a huge fight. As it is? You either need to have 125wpm+ in order to maintain this standard of emoting with your combat, or have preset emotes already prepared for your fight- otherwise you're going to either swamp or be swamped by your opponent before you can actually even roleplay any of the greater details, especially if they are the pvp-griefer types that just engage without any prior roleplay. This was more or less my entire point. There are lots of ways to run different kinds of storylines or scenes. We just seem to be pegged out on one end of the power and lightshow scale. Individual characters are not given their time in the spotlight often. When they are, the spotlight is hidden somewhere off the in corner, jealously protected. Others have written volumes on options and different ways to approach this issue. I'll just say that we are a community of veterans, and that most of us have played in more than one tabletop campaign or online storything "thing". I dont know if this problem can be fixed without another kind of mud; You can rp a story over a game of checkers without any "tools", and at the same time, Arm seems to lack the basic tools to make this kind of storytelling easy.
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Post by Prime Minister Sinister on Aug 4, 2018 4:19:15 GMT -5
I have a question. Is there ANY game where a fanatic player does not have an advantage over a casual? i don't think anybody is suggesting that a casual player have an advantage over a fanatic player also there are loads of games out there that aren't glorified skinner boxes where you can win by virtue of grinding your dick off and having an edge because your numbers are slightly higher than your opponent's numbers
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Aug 4, 2018 5:25:19 GMT -5
I have a question. Is there ANY game where a fanatic player does not have an advantage over a casual? i don't think anybody is suggesting that a casual player have an advantage over a "fantastic" player also I'm curious as to what your think makes a player "fantastic" in armageddon also there are loads of games out there that aren't glorified skinner boxes where you can win by virtue of grinding your dick off and having an edge soley by virtue of having slightly higher numbers than your opponent wow look at him go lmao reread the adjective u have such a problem with then try again
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